The bottom line
Watch Dogs: Legion builds a clever system that generates millions of playable Londoners, but the rest of the game leaves it meaningless. Innovation only becomes great design when the game is built around it.
Key takeaways
- Every Londoner is generated on the fly from data points that depend on each other. 4:03
- Heidi Khumalo was met in Lambeth, which shaped her ethnicity, clothing and job as a computer repairer. Her job set her workplace, perks and salary, and her salary set her home.
- Real census data keeps boroughs distinct, so Brixton and Westminster feel different.
- A person's full life is only filled in when you engage with them. 6:07
- Profiling, shortlisting or injuring someone triggers a salary, associates and a schedule. This keeps the game from running out of memory.
- A glazier recruited at an 8AM protest keeps protesting an hour a day, and also gets an antiques shop job.
- Recruits are so alike in play that choosing the right one rarely matters. 8:39
- Every citizen can hack, drive, shoot and do stealth takedowns, and most perks are minor.
- Missions can be solved by hacking, shooting or stealth, and the game is so easy that characters rarely die.
- Building a goofy crew is the better use of the system, but the story ignores who you pick. 9:39
- Oddballs like a living statue or pensioners with bad backs are funny, but clash with the serious plot.
- Each backstory stops mattering once the recruit joins DedSec, leaving one amorphous protagonist.
- A clever system is worthless unless the game design pushes you to use it. 10:49
- Repetitive recruitment missions and long loading times when switching characters discourage engaging with it.
- The game could have focused on picking the right recruit for each job, or on a unique crew with a matching story. It does neither.
Innovation without implementation is basically… nothing.
Game Maker's Toolkit
Chapter summaries
0:00 Play as Anyone
Legion swaps one authored hero for a whole city of playable people.
- Any of London's 9 million people can be recruited and played. 0:57
- A recruit becomes the main character for a while and talks in cutscenes.
- Examples include a gun-toting granny with hiccups and a podcaster with an uzi.
- They are not like Pokemon or XCOM units, which are only fighters.
- The idea fits both the theme and the series' mechanics. 1:32
- A revolution comes from many people, so toppling a police state takes a crowd.
- Earlier Watch Dogs games let you hack a phone to read a few facts about a person. Legion asks what if those facts were a real life.
- The pitch suits director Clint Hocking, who worked on Far Cry 2 and coined "ludonarrative dissonance".
2:30 Building Londoners on the fly
Random generation is not new, but the animation, voice work and believable routines make these citizens stand out.
- The people are generated by code, not handcrafted. 2:51
- It works like a character creator that never runs out of unique people.
- Old and young characters need different movement, so there are dozens of animation sets.
- The script was recorded about 20 times for different accents, including Irish, cockney, African-Caribbean and Eastern European.
- Modulation tech makes further voice variants.
- Citizens look like they belong to their surroundings. 3:41
- They keep regular schedules, with jobs and family.
- Heidi sleeps, visits her grandmother in hospital, vandalises a little, then works in the electronics shop.
- Nobody is fully simulated until you pay attention to them. 4:44
- A passer-by is a basic NPC that vanishes from memory when you drive away.
- Only gender, clothes and voice exist at first.
- The glazier would stand and protest all night if left alone.
6:45 Characters are only filled in when observed
A citizen's full personality is decided at the moment you look at them, and their opinion of DedSec then decides whether they can be recruited.
- Each citizen's opinion of DedSec gates recruitment. 7:16
- Assaulting them or killing an associate drops it to "hates DedSec", and they never join.
- Helping them or beating up a competitor raises it until they join.
- The game treats characters as "quantum in nature", fixed only when you observe them.
- Events also change schedules. After a family member is killed, a recruit may go mourn at a graveyard.
- Together this gives every Londoner a routine, family, friends and a shifting opinion, so the supply of recruits is effectively infinite.
8:08 Why none of it matters in play
| Pitch | Right operative for the job | Build a unique crew |
|---|---|---|
| Website promise | Recruit gives a mission advantage | Team of spies or football hooligans |
| What undermines it | Everyone hacks, drives, shoots, sneaks | Serious story clashes with comedy heroes |
| What still works | Outliers: uniform access, overpowered recruits | Goofy picks like a living statue |
| Verdict | Fails | Works somewhat better |
The recruiting system never changes how you play, so who you pick has almost no effect.
- The pitch of choosing the right operative for the job fails. 8:26
- The official site promises recruits who give an advantage in the mission ahead.
- Almost any recruit can do any job.
- Only a few outliers matter: some overpowered recruits and those with uniformed access to buildings.
- Death can be temporary or permanent depending on the mode. It should force you to find new recruits, but it rarely happens.
- The pitch of a unique crew works somewhat better. 9:39
- The site suggests teams like classic British spies or football hooligans.
- The game is arguably at its best when you pick the worst character for each situation.
- The silly recruits include a living statue and characters who can't stop farting.
- The protagonist ends up one amorphous blob, with only a different face and slightly different inflection.
10:36 Innovation needs implementation
A clever system only becomes great design when the rest of the game is built to depend on it.
- Innovation without implementation is basically nothing. 10:49
- The clever, complex and expensive system gets no real support from the game design.
- Structure, story and moment-to-moment play almost never push you to explore it.
- The result is a typical open world game where you can change the main character for "some reason".
- Innovation alone is not worth chasing. Ideas become legendary design only when they are a critical part of the structure.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Explains how Watch Dogs: Legion's "Play as Anyone" system generates a whole city of recruitable characters, then shows why that clever system barely affects how the game is played. The lesson is that an innovative system only matters when the structure, missions and story are built to make the player use it.
More from Game Maker's Toolkit · The whole library, and ask it anything